I think a discussion of what is 'best' is fairly daft. I think that point was made very early in this thread. I am pretty confident that every boss in the game has been tanked by every tank-class in the game, that every tank class can point to some bosses where there are particular class-specific tricks they can use to gain an advantage, and that even if a single class were manifestly 'better' than the others, that the cycle of buffs and nerfs would level that imbalance soon enough.
What could be more helpful to players considering which tank class to pick is how the classes differ in play style.
For example, if I compare the 2 classes I play - death knights have a much more involved active mitigation system than warriors. Warriors feel somewhat rotational in active mitigation, with the skill coming in the timing and selection of shield block / barrier. Death knights have a lot of minor survival cooldowns and you'll need to press quite a lot of buttons to get the most out of your performance and you'll also need to pay close attention to your incoming damage to get the most out of death strike, but the basics (mash death strike, rune strike and blood boil) will get you through a lot of easy content. Warriors have less survival buttons but have an awful lot of extra tricks (particularly with things like banners, stuns, mobility) that an experienced player can exploit to do awesome stuff.
In 25 man where you may have 3 or 4 paladins that's true, but in our 10 man raid we only have 1 holy pally and the cooldown on bop is too long to still 1 tank it but if you can bop and bubble then that's only 1 and removing a tank in 10 man and adding a dps is significantly more OP than in 25s (just by raw percentages)
Which then makes Clemency the defacto talent choice for any paladin in a 10 man cheesing raid. Which is just another talent in the long list of rediculously unbalanced pally talents are.
Last edited by Tengenstein; 06-10-2013 at 09:30 AM.
Those are basically the only fights were "resetting a debuff with HoP" allows you to drop a tank, or not tankswitch. If your paladin specs clemency and 2 BoPs are not enough for your tank, then sorry but your tank needs to improve.
So, as the OP can now see. His question has derailed into a debate on if paladins are overpowered or not. Quite a shift from the normal reaction of trying to sell your own class. If this does not answer his question on what the best tank is, I am not sure what will.
The differences are small in the grand scheeme of things and bring the player still stands. Tank balance is not at the Warrior or bust level of Vanilla/BC and it is not at the DK cooldown or Adent Defender 2.0 level of Wrath.
but it's not a 2.5 minute gap, once you use both you have to wait 5 minutes until you can double HoP again. Seems like on Horridon you'd die during or shortly after the 3rd gate.
Even if it was split exactly at 2.5 minutes, that seems longer than horridon requires, isn't the taunt rotation at roughly 1:15?
If most of the source of prot paladin op talk is the erase of tanking debuff using divine shield or hand of protection, then how about adding warlock's demonic gate debuff - full threat drop ability during forberance??